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Guppycur
10-13-2016, 08:39 AM
War Torn Diersville

Images:

http://imgur.com/a/2fnKS

Link:

https://www.dropbox.com/s/xn8nxbgln2oa0go/WarTornDiersville.zip?dl=0

This is 4 prefabs, each 134x114. and they need to have a y-offset of -2

No clue whether or not they will import into rwg due to their size, but these do NOT include the roads, only the blocks, so they should look pretty decent strewn about in random gen.

I've a few custom prefabs included, as well as some re-arranged vanilla ones.

stallionsden
10-13-2016, 01:28 PM
while your at it lol... cut out navesgane and make it a whole prefab haha so we can have it at 0,0 in rwg lol :-P

Guppycur
10-13-2016, 02:44 PM
Doubt you're serious, but... Only way to do that is find a good rwg seed, drop nav in the middle, smooth the edges then save those edge region files for distro. Problem is, too many rwg changes coming up to make the project worthwhile, and too many of the people who would use it mod their mixer.

So, I'll just do the major pois. :)

stallionsden
10-13-2016, 02:53 PM
Doubt you're serious, but... Only way to do that is find a good rwg seed, drop nav in the middle, smooth the edges then save those edge region files for distro. Problem is, too many rwg changes coming up to make the project worthwhile, and too many of the people who would use it mod their mixer.

So, I'll just do the major pois. :)

I was being serious. And that's ok i play on a pure flat world no hills no mountains no bumps other then the ore that sits on the surface and deco stuff etc... but yeh i will await master guppy naves for rwg 0,0 prefab :-D

Guppycur
10-13-2016, 03:17 PM
haha

When I saved even the 351x351 claim to grab Diersville, it took about an hour just to remove the extra columns and rows, and I had even remembered to remove the extra layers first!

So... really? A completely flat world? Interesting.

Magoli
10-13-2016, 06:05 PM
So I'm cutting out Diersville and making it into a prefab. It's big though. Like, 296x258 big.

What size chunks would I need to cut it into in order to have it show up in rgen?

This started as an arena project, the town surrounded by a bedrock wall, bedrock layer about 5 down, giant bedrock spectator tower in the middle... but I can easily have a vanilla Diersville as well.

U could make the chunks 117 by 117 (thats the official Slaanhattan-chunk-size

Then it would be 6 chunks (topfeft , topright , middleleft , middleright , bottomleft , bottomright )


Then it would fit also in Slaanhattan nicely and it would be small enough to spawn as selfstanding wildernessPOI and also Custom-prefab for a custom-Hub !!!

StompyNZ
10-13-2016, 07:55 PM
Once you hit around the 150 mark it starts losing chunks (at least in a14, havent tested a15) I assume you are thinking of using a custom hub to rejoin the pieces?

Also, you know there's a aa_diersville_block_01 (http://7days2mod.com/7d2d/15.0/_prefab/name=aa_diersville_block_01) right?

I thought they had used that in the worlds prefab.xml file but just looking it seems not.

Guppycur
10-13-2016, 11:14 PM
Didn't know about the block. Yeh, custom hub like my maze. Hm, wonder if that'll work right now, haven't tried it in a few builds. Anyway, was gonna break it up into quadrants.

So, worth doing or is that block the answer? Is there a 2, 3 and 4? ;)

StompyNZ
10-14-2016, 03:00 AM
Didn't know about the block. Yeh, custom hub like my maze. Hm, wonder if that'll work right now, haven't tried it in a few builds. Anyway, was gonna break it up into quadrants.

So, worth doing or is that block the answer? Is there a 2, 3 and 4? ;)

there's just the one for diers, but they have got some other ones for the plains, have a look at the full prefabs list and sort by size and you'll see them all. A couple need fixes to spawn correctly in rwg (yoffset etc) but otherwise they work ok.

Guppycur
10-14-2016, 03:15 AM
Odd. Guess they started to do it that way, then gave up. <shrug>

That one plot would make a great Alexandria, if it was walled, btw...

Guppycur
10-14-2016, 07:31 PM
Changing the concept. Gonna make it war torn, and call it a day. Burn some houses, make some craters, put up some military defenses (I've been privileged to see an advance of some military do-dads another prefabber has been working on, hopefully I can con him into letting me use them), place a lot more zombie spawns (if I can figure out how), and make a quest for a Rescue operation. Or something.

LHammonds
10-15-2016, 12:06 AM
Wow, that would be an awesome option in the vanilla game. Random Gen with all of Navezgane in the center!

Guppycur
10-15-2016, 12:11 AM
All of nav ain't gonna happen, but the towns shouldn't be a problem.

stallionsden
10-15-2016, 02:47 AM
Peer pressure. Peer pressure. Peer pressure lolz...

Looking good. If you use hals editor you can add manually zombies in your prefabs and outside the buildings... and also then select in the spawner section the military group that is there (cant remember off top off me head and not at computer but it has the new uma soldier in it

Slaan
10-21-2016, 02:34 PM
There's an old west style custom hub in the compo pack that seems to have some prefabs that consist of nothing but entity spawners, quite a cheeky little fix for dropping a nice group of zombies onto unsuspecting explorers and I think I may have to copy that idea.

I've often thought of ripping out the whole of navesgane to drop into rwg or vice versa and drop slaanhatten into navesgane, but with the de-sync bug that plagues the large custom hub setup, having to manually uncover those particular areas prior to letting other players join would get rather tiresome.

17687

As a concept it does look good tho ;)

Guppycur
10-22-2016, 05:37 AM
Every time I talk myself into ripping nav, I remember that rwg is just going to change again, so even if I find the perfect seed, and make the edges match, it won't matter in a few months.

Guppycur
10-27-2016, 04:22 PM
OP updated with links to War Torn Diersville.

Magoli
10-27-2016, 06:28 PM
thx guppy - will check it out soon

StompyNZ
10-27-2016, 11:41 PM
https://github.com/7days2mod/WarTornDiersville

Custom Hub as per request :p

Added a little bit more flavor for you too guppy, a school and gas station from lazman and your strip mall and woodenstore from compo, removed the hornets from the strip mall for that version included. I made them new versions rather than just use the Compo ones so that if you wish to damage them up a bit you have them in place and can just edit the prefabs :)

StompyNZ
10-27-2016, 11:58 PM
https://raw.githubusercontent.com/7days2mod/WarTornDiersville/master/Wartorn1.jpg
https://raw.githubusercontent.com/7days2mod/WarTornDiersville/master/Wartorn2.jpg

Guppycur
10-28-2016, 12:24 AM
You are AWESOME.

- - - Updated - - -

I used an army barracks too, from my prefab folder; no clue if it's a vanilla prefab or someone else's.

Also, the helipad is TSBX's. I mention it for your website.

stallionsden
10-28-2016, 12:30 AM
nice work guys

StompyNZ
10-28-2016, 12:39 AM
You are AWESOME.

- - - Updated - - -

I used an army barracks too, from my prefab folder; no clue if it's a vanilla prefab or someone else's.

Also, the helipad is TSBX's. I mention it for your website.

Barracks is vanilla, i'll add a note about the helipad tonight when I get back home :)

Hit me up on github if you want admin rights to the repo Guppy ;)

Guppycur
10-28-2016, 12:43 AM
Will do, but next week. Going offline for a few days, if I can manage without y'all. :)

StompyNZ
10-28-2016, 07:36 AM
Sadly I don't think the spawners work (https://7daystodie.com/forums/showthread.php?54320-Entity-Spawners-don-t-work-on-Prefabs-in-Custom-Hub-Layouts) for custom hubs, so you only get the biome spawns which essentially makes it impossible to have unique hubs for bandits etc.

Guppycur
10-28-2016, 12:34 PM
Well that sucks. Sure, we could do prefab spawners but those are just one shots.

StompyNZ
10-29-2016, 08:58 AM
Ok, thanks to Kubikus suggesting a fix, I have changed the hub rule to use township type rural instead of town, and removes the township type from the layout, which allows the spawners to work correctly. If you are running my Bad Compant Mod you will get 10 zombies per diers block, a few bandits at the scholl etc, and a group of bandits at the strip mall ;)

StompyNZ
10-29-2016, 09:09 AM
btw one of the blocks has a house in the middle that looks like it might have been placed by mistake (I think _WartornDiers02), either that or a crazy builder was on the loose :p

Guppycur
10-29-2016, 12:10 PM
Which one?

StompyNZ
10-29-2016, 07:39 PM
Which one?

http://7days2mod.com/stompynz/Alpha_15_2016-10-30_08-36-20.jpg

Looks to be _WartornDiers02

Guppycur
10-29-2016, 09:08 PM
Well where did that come from. I'll fix it later.

Guppycur
10-30-2016, 06:51 PM
Link updated with corrected Corner2. Thanks Stompy.

Guppycur
01-01-2017, 08:16 PM
@Stompy:

When using

<cell_rule name="hungergames" position="0,0" prob="0"/>

I get "Object Reference not set to an instance of the object". Seems it HAS to be between 0 and 1 (can't be 0 or 1), and what's happening is I'm getting multiple instances of the hub.

StompyNZ
01-01-2017, 08:42 PM
@Stompy:

When using

<cell_rule name="hungergames" position="0,0" prob="0"/>

I get "Object Reference not set to an instance of the object". Seems it HAS to be between 0 and 1 (can't be 0 or 1), and what's happening is I'm getting multiple instances of the hub.

Need to make sure the prob=0 rules are all at the start or end of the list. If they are in the middle it can be rolled more than once with the way the sequential rolls work.

Guppycur
01-01-2017, 08:55 PM
The below works, but it still crashes when I move the hungergames cell_rule line to the top, and still duplicates when it's at the bottom.




<?xml version="1.0" encoding="utf-8"?>
<rwgmixer>
<world ruleset="vanilla" />

<rulesets>
<ruleset name="vanilla" cell_cache_size="8" cell_size="1650" cell_offset="0.6" generation_distance="1650" terrain_generator="vanilla">
<cell_rule name="lowDensity" prob="1"/>
<cell_rule name="hungergames" position="0,0" prob="0"/>
</ruleset>
</rulesets>

<cell_rules>
<cell_rule name="hungergames">
<cave_count value="1,3"/>
<path_material value="asphalt" />
<path_radius value="7" />
<hub_rule name="hungergametown" />
<wilderness_rule name="wildernessDefault" />
</cell_rule>
</cell_rules>

<cell_rule name="lowDensity">
<cave_count value="4,8"/>
<path_material value="asphalt" />
<path_radius value="7" />
</cell_rule>

<hub_rules>
<hub_rule name="hungergametown">
<hub_type value="rural"/>
<width value="299,299" />
<height value="312,312" />
<hub_layout name="hungergames_hub" />
<prefab_rule name="hungergamepois"/>
</hub_rule>
</hub_rules>

<wilderness_rules>
<wilderness_rule name="wildernessDefault" spawn_min_max="25,40">
<path_material value="gravel" />
<path_radius value="2" />
<prefab_rule name="wildernessPOIs" prob="1"/>
</wilderness_rule>
</wilderness_rules>

<prefab_rules>

<prefab_rule name="hungergamepois">

<prefab name="Guppyville" min_count="1" max_count="1" prob="1" />

</prefab_rule>

<prefab_rule name="wildernessPOIs">
<path_material value="gravel" />
<path_radius value="2" />
<prefab rule="abandoned_houses" prob="0.30"/>
<prefab rule="wildernessMisc" prob="0.1"/>
<prefab rule="waterPOIs" prob="0.1"/>
<prefab rule="countryHousing" prob="0.3"/>
<prefab rule="campsites" prob="0.15"/>
<prefab rule="cabins" prob="0.2"/>
</prefab_rule>

<prefab_rule name="countryHousing">
<prefab name="church_graveyard1"/>
<prefab name="houseranchwhite1"/>
<prefab name="houseranchtan1"/>
<prefab name="houseranchtan2"/>
<prefab name="houseranchblue1"/>
<prefab name="cemetery_01" />
<prefab name="cemetery_02" />
</prefab_rule>

<prefab_rule name="campsites">
<prefab name="campsite_01" />
<prefab name="campsite_02" />
<prefab name="campsite_03" />
<prefab name="campsite_04" />
<prefab name="campsite_06" />
<prefab name="campsite_06a" />
<prefab name="campsite_07" />
<prefab name="campsite_07a" />
</prefab_rule>

<prefab_rule name="cabins">
<prefab name="cabin_01" />
<prefab name="cabin_02_sm" />
<prefab name="cabin_03_lg" />
<prefab name="cabin_04_md" />
<prefab name="cabin_05_lg" />
<prefab name="cabin_06_lg" />
<prefab name="cabin_snow_hidden_01"/>
<prefab name="ranger_station1" />
</prefab_rule>

<prefab_rule name="waterPOIs">
<prefab name="pond02"/>
<prefab name="pond01"/>
<prefab name="water_tower_02" />
<prefab name="water_tower_01" />
<prefab name="oldwest_watertower" />
</prefab_rule>

<prefab_rule name="wildernessMisc">
<prefab name="houseburnt5"/>
<prefab name="ranger_station1" />
<prefab name="utility_celltower_01" />
<prefab name="utility_celltower_02" />
</prefab_rule>

<prefab_rule name="abandoned_houses">
<prefab name="abandoned_house_01"/>
<prefab name="abandoned_house_02"/>
<prefab name="abandoned_house_03"/>
<prefab name="abandoned_house_04"/>
<prefab name="abandoned_house_05"/>
<prefab name="abandoned_house_06"/>
<prefab name="abandoned_house_07"/>
<prefab name="abandoned_house_08"/>
</prefab_rule>

</prefab_rules>

<hub_layouts>
<hub_layout name="hungergames_hub">
<township_type value="town"/>
<street start_point="0,0" end_point="299,0" path_material="asphalt" path_radius="7"/>
<street start_point="299,0" end_point="299,258" path_material="asphalt" path_radius="7"/>
<street start_point="299,258" end_point="0,258" path_material="asphalt" path_radius="7"/>
<street start_point="0,258" end_point="0,0" path_material="asphalt" path_radius="7"/>
<street start_point="0,129" end_point="299,129" path_material="asphalt" path_radius="7"/>
<street start_point="150,0" end_point="150,258" path_material="asphalt" path_radius="7"/>
<!--
** Commented out for Testing, can still see road creations are duplicated **
<lot min_x_y="157,123" prefab="corner1" rotation_to_road="0"/>
<lot min_x_y="157,252" prefab="corner2" rotation_to_road="0"/>
<lot min_x_y="8,123" prefab="corner3" rotation_to_road="0"/>
<lot min_x_y="8,252" prefab="corner4" rotation_to_road="0"/>
-->
</hub_layout>

</hub_layouts>

<!--
GENERATOR MODULE TYPES
AbsoluteOutput
Add
BiasOutput
Blend
ClampOutput
CurveOutput
DisplaceInput
ExponentialOutput
InvertInput
InvertOutput
LargerOutput
Multiply
Power
RotateInput
ScaleBiasOutput
ScaleInput
ScaleOutput
Select
SmallerOutput
Terrace
TranslateInput
Billow
Checkerboard
Constant
FastBillow
FastNoise
FastNoiseBasis
FastRidgedMultifractal
FastTurbulence
GradientNoiseBasis
RidgedMultifractal
Turbulence
Voronoi

-->

<terrain_generators>
<terrain_generator name="vanilla" use_old_final="false">
<module name="fastContinents" type="FastNoise">
<property name="frequency" value="0.5"/>
</module>
<module name="fastLowlands" type="FastBillow" no_seed="true">
<property name="frequency" value="0.1"/>
</module>
<module name="fastLowlandsScaled" type="ScaleBiasOutput">
<property name="sourceModule" value="fastLowlands"/>
<property name="scale" value="0.2"/>
<property name="bias" value="0.5"/>
</module>
<module name="fastMountainsBase" type="FastRidgedMultifractal">
<property name="frequency" value="0.005"/>
</module>
<module name="fastMountainsScaled" type="ScaleBiasOutput">
<property name="sourceModule" value="fastMountainsBase"/>
<property name="scale" value="1.1"/>
<property name="bias" value="0.5"/>
</module>
<module name="fastMountains" type="FastTurbulence">
<property name="sourceModule" value="fastMountainsScaled"/>
<property name="power" value="100"/>
<property name="frequency" value="0.5"/>
<property name="roughness" value="3"/>
</module>
<module name="fastLandFilter" type="FastNoise" seed_additive="1">
<property name="frequency" value="0.5"/>
</module>
<module name="fastLand" type="Select">
<property name="controlModule" value="fastLandFilter"/>
<property name="sourceModule1" value="fastLowlandsScaled"/>
<property name="sourceModule2" value="fastMountains"/>
<property name="bounds" value="0,1000"/>
<property name="edgeFalloff" value="16"/>
</module>
<module name="fastOceanBase" type="FastBillow">
<property name="frequency" value="1"/>
</module>
<module name="fastOcean" type="ScaleOutput">
<property name="sourceModule" value="fastOceanBase"/>
<property name="scale" value="0.1"/>
</module>
<module name="fastFinal" type="Select">
<property name="controlModule" value="fastContinents"/>
<property name="sourceModule1" value="fastOcean"/>
<property name="sourceModule2" value="fastLand"/>
<property name="bounds" value="0, 1"/>
<property name="edgeFalloff" value="0.5"/>
</module>
<module name="scaleBiasOutput" type="ScaleBiasOutput">
<property name="sourceModule" value="fastFinal"/>
<property name="scale" value="180"/>
<property name="bias" value="-1"/>
</module>
<module name="clampOutput" type="ClampOutput">
<property name="sourceModule" value="scaleBiasOutput"/>
<property name="bounds" value="-28,190"/>
</module>

<output module="clampOutput"/>
</terrain_generator>

</terrain_generators>

<biome_generators>
<biome_generator name="vanilla">
<module name="voronoi" type="Voronoi">
<property name="frequency" value="0.0008"/>
<property name="displacement" value="0.5"/>
</module>
<module name="biasOutput" type="BiasOutput">
<property name="sourceModule" value="voronoi"/>
<property name="bias" value="0.4"/>
</module>

<module name="biomeDither" type="FastTurbulence">
<property name="sourceModule" value="biasOutput"/>
<property name="frequency" value="0.25"/>
<property name="power" value="8"/>
<property name="roughness" value="5"/>
</module>

<module name="biomeJiggle" type="FastTurbulence">
<property name="sourceModule" value="biomeDither"/>
<property name="frequency" value="0.0016"/>
<property name="power" value="400"/>
<property name="roughness" value="1"/>
</module>

<module name="clampOutput" type="ClampOutput">
<property name="sourceModule" value="biomeJiggle"/>
<property name="bounds" value="0,1"/>
</module>

<output module="clampOutput"/>
</biome_generator>
</biome_generators>

<biome_spawn_rules>

<biome_spawn_rule name="forest">
<distance_from_center range="0,50"/>
</biome_spawn_rule>

<biome_spawn_rule name="water">
<distance_from_center range="51,250"/>
</biome_spawn_rule>

<biome_spawn_rule name="forest">
<distance_from_center range="251,1000"/>
</biome_spawn_rule>

<biome_spawn_rule name="snow">
<distance_from_center range="1001,1500"/>
</biome_spawn_rule>

</biome_spawn_rules>
</rwgmixer>

Guppycur
01-01-2017, 09:02 PM
Yeh... the actual map generated in the game does NOT match the previewer. I get desert, no water, and other weird crap.

Tin
01-01-2017, 10:12 PM
The below works, but it still crashes when I move the hungergames cell_rule line to the top, and still duplicates when it's at the bottom.




<?xml version="1.0" encoding="utf-8"?>
<rwgmixer>
<world ruleset="vanilla" />

<rulesets>
<ruleset name="vanilla" cell_cache_size="8" cell_size="1650" cell_offset="0.6" generation_distance="1650" terrain_generator="vanilla">
<cell_rule name="lowDensity" prob="1"/>
<cell_rule name="hungergames" position="0,0" prob="0"/>
</ruleset>
</rulesets>

<cell_rules>
<cell_rule name="hungergames">
<cave_count value="1,3"/>
<path_material value="asphalt" />
<path_radius value="7" />
<hub_rule name="hungergametown" />
<wilderness_rule name="wildernessDefault" />
</cell_rule>
</cell_rules>

<cell_rule name="lowDensity">
<cave_count value="4,8"/>
<path_material value="asphalt" />
<path_radius value="7" />
</cell_rule>

<hub_rules>
<hub_rule name="hungergametown">
<hub_type value="rural"/>
<width value="299,299" />
<height value="312,312" />
<hub_layout name="hungergames_hub" />
<prefab_rule name="hungergamepois"/>
</hub_rule>
</hub_rules>

<wilderness_rules>
<wilderness_rule name="wildernessDefault" spawn_min_max="25,40">
<path_material value="gravel" />
<path_radius value="2" />
<prefab_rule name="wildernessPOIs" prob="1"/>
</wilderness_rule>
</wilderness_rules>

<prefab_rules>

<prefab_rule name="hungergamepois">

<prefab name="Guppyville" min_count="1" max_count="1" prob="1" />

</prefab_rule>

<prefab_rule name="wildernessPOIs">
<path_material value="gravel" />
<path_radius value="2" />
<prefab rule="abandoned_houses" prob="0.30"/>
<prefab rule="wildernessMisc" prob="0.1"/>
<prefab rule="waterPOIs" prob="0.1"/>
<prefab rule="countryHousing" prob="0.3"/>
<prefab rule="campsites" prob="0.15"/>
<prefab rule="cabins" prob="0.2"/>
</prefab_rule>

<prefab_rule name="countryHousing">
<prefab name="church_graveyard1"/>
<prefab name="houseranchwhite1"/>
<prefab name="houseranchtan1"/>
<prefab name="houseranchtan2"/>
<prefab name="houseranchblue1"/>
<prefab name="cemetery_01" />
<prefab name="cemetery_02" />
</prefab_rule>

<prefab_rule name="campsites">
<prefab name="campsite_01" />
<prefab name="campsite_02" />
<prefab name="campsite_03" />
<prefab name="campsite_04" />
<prefab name="campsite_06" />
<prefab name="campsite_06a" />
<prefab name="campsite_07" />
<prefab name="campsite_07a" />
</prefab_rule>

<prefab_rule name="cabins">
<prefab name="cabin_01" />
<prefab name="cabin_02_sm" />
<prefab name="cabin_03_lg" />
<prefab name="cabin_04_md" />
<prefab name="cabin_05_lg" />
<prefab name="cabin_06_lg" />
<prefab name="cabin_snow_hidden_01"/>
<prefab name="ranger_station1" />
</prefab_rule>

<prefab_rule name="waterPOIs">
<prefab name="pond02"/>
<prefab name="pond01"/>
<prefab name="water_tower_02" />
<prefab name="water_tower_01" />
<prefab name="oldwest_watertower" />
</prefab_rule>

<prefab_rule name="wildernessMisc">
<prefab name="houseburnt5"/>
<prefab name="ranger_station1" />
<prefab name="utility_celltower_01" />
<prefab name="utility_celltower_02" />
</prefab_rule>

<prefab_rule name="abandoned_houses">
<prefab name="abandoned_house_01"/>
<prefab name="abandoned_house_02"/>
<prefab name="abandoned_house_03"/>
<prefab name="abandoned_house_04"/>
<prefab name="abandoned_house_05"/>
<prefab name="abandoned_house_06"/>
<prefab name="abandoned_house_07"/>
<prefab name="abandoned_house_08"/>
</prefab_rule>

</prefab_rules>

<hub_layouts>
<hub_layout name="hungergames_hub">
<township_type value="town"/>
<street start_point="0,0" end_point="299,0" path_material="asphalt" path_radius="7"/>
<street start_point="299,0" end_point="299,258" path_material="asphalt" path_radius="7"/>
<street start_point="299,258" end_point="0,258" path_material="asphalt" path_radius="7"/>
<street start_point="0,258" end_point="0,0" path_material="asphalt" path_radius="7"/>
<street start_point="0,129" end_point="299,129" path_material="asphalt" path_radius="7"/>
<street start_point="150,0" end_point="150,258" path_material="asphalt" path_radius="7"/>
<!--
** Commented out for Testing, can still see road creations are duplicated **
<lot min_x_y="157,123" prefab="corner1" rotation_to_road="0"/>
<lot min_x_y="157,252" prefab="corner2" rotation_to_road="0"/>
<lot min_x_y="8,123" prefab="corner3" rotation_to_road="0"/>
<lot min_x_y="8,252" prefab="corner4" rotation_to_road="0"/>
-->
</hub_layout>

</hub_layouts>

<!--
GENERATOR MODULE TYPES
AbsoluteOutput
Add
BiasOutput
Blend
ClampOutput
CurveOutput
DisplaceInput
ExponentialOutput
InvertInput
InvertOutput
LargerOutput
Multiply
Power
RotateInput
ScaleBiasOutput
ScaleInput
ScaleOutput
Select
SmallerOutput
Terrace
TranslateInput
Billow
Checkerboard
Constant
FastBillow
FastNoise
FastNoiseBasis
FastRidgedMultifractal
FastTurbulence
GradientNoiseBasis
RidgedMultifractal
Turbulence
Voronoi

-->

<terrain_generators>
<terrain_generator name="vanilla" use_old_final="false">
<module name="fastContinents" type="FastNoise">
<property name="frequency" value="0.5"/>
</module>
<module name="fastLowlands" type="FastBillow" no_seed="true">
<property name="frequency" value="0.1"/>
</module>
<module name="fastLowlandsScaled" type="ScaleBiasOutput">
<property name="sourceModule" value="fastLowlands"/>
<property name="scale" value="0.2"/>
<property name="bias" value="0.5"/>
</module>
<module name="fastMountainsBase" type="FastRidgedMultifractal">
<property name="frequency" value="0.005"/>
</module>
<module name="fastMountainsScaled" type="ScaleBiasOutput">
<property name="sourceModule" value="fastMountainsBase"/>
<property name="scale" value="1.1"/>
<property name="bias" value="0.5"/>
</module>
<module name="fastMountains" type="FastTurbulence">
<property name="sourceModule" value="fastMountainsScaled"/>
<property name="power" value="100"/>
<property name="frequency" value="0.5"/>
<property name="roughness" value="3"/>
</module>
<module name="fastLandFilter" type="FastNoise" seed_additive="1">
<property name="frequency" value="0.5"/>
</module>
<module name="fastLand" type="Select">
<property name="controlModule" value="fastLandFilter"/>
<property name="sourceModule1" value="fastLowlandsScaled"/>
<property name="sourceModule2" value="fastMountains"/>
<property name="bounds" value="0,1000"/>
<property name="edgeFalloff" value="16"/>
</module>
<module name="fastOceanBase" type="FastBillow">
<property name="frequency" value="1"/>
</module>
<module name="fastOcean" type="ScaleOutput">
<property name="sourceModule" value="fastOceanBase"/>
<property name="scale" value="0.1"/>
</module>
<module name="fastFinal" type="Select">
<property name="controlModule" value="fastContinents"/>
<property name="sourceModule1" value="fastOcean"/>
<property name="sourceModule2" value="fastLand"/>
<property name="bounds" value="0, 1"/>
<property name="edgeFalloff" value="0.5"/>
</module>
<module name="scaleBiasOutput" type="ScaleBiasOutput">
<property name="sourceModule" value="fastFinal"/>
<property name="scale" value="180"/>
<property name="bias" value="-1"/>
</module>
<module name="clampOutput" type="ClampOutput">
<property name="sourceModule" value="scaleBiasOutput"/>
<property name="bounds" value="-28,190"/>
</module>

<output module="clampOutput"/>
</terrain_generator>

</terrain_generators>

<biome_generators>
<biome_generator name="vanilla">
<module name="voronoi" type="Voronoi">
<property name="frequency" value="0.0008"/>
<property name="displacement" value="0.5"/>
</module>
<module name="biasOutput" type="BiasOutput">
<property name="sourceModule" value="voronoi"/>
<property name="bias" value="0.4"/>
</module>

<module name="biomeDither" type="FastTurbulence">
<property name="sourceModule" value="biasOutput"/>
<property name="frequency" value="0.25"/>
<property name="power" value="8"/>
<property name="roughness" value="5"/>
</module>

<module name="biomeJiggle" type="FastTurbulence">
<property name="sourceModule" value="biomeDither"/>
<property name="frequency" value="0.0016"/>
<property name="power" value="400"/>
<property name="roughness" value="1"/>
</module>

<module name="clampOutput" type="ClampOutput">
<property name="sourceModule" value="biomeJiggle"/>
<property name="bounds" value="0,1"/>
</module>

<output module="clampOutput"/>
</biome_generator>
</biome_generators>

<biome_spawn_rules>

<biome_spawn_rule name="forest">
<distance_from_center range="0,50"/>
</biome_spawn_rule>

<biome_spawn_rule name="water">
<distance_from_center range="51,250"/>
</biome_spawn_rule>

<biome_spawn_rule name="forest">
<distance_from_center range="251,1000"/>
</biome_spawn_rule>

<biome_spawn_rule name="snow">
<distance_from_center range="1001,1500"/>
</biome_spawn_rule>

</biome_spawn_rules>
</rwgmixer>


Should also encompass your low density cell
edit: the <cell_rules></cell_rules> that is...

Guppycur
01-01-2017, 10:27 PM
Huh?

StompyNZ
01-01-2017, 10:29 PM
Huh?

move the low density cell_rule into the <cell_rules> element

StompyNZ
01-01-2017, 10:32 PM
Also it probably doesnt like that you dont have any biome spawn rules that have <biome_generator range="0,1"/>

Tin
01-01-2017, 10:50 PM
Huh?


move the low density cell_rule into the <cell_rules> element

Srry my mind was busy making dinner and home made bread but what StompyNZ said :)


Also it probably doesnt like that you dont have any biome spawn rules that have <biome_generator range="0,1"/>

Along with this also^ just make a biome (probably forest) as a base biome for reference:

<biome_spawn_rules>

<biome_spawn_rule name="forest">
<biome_generator range="0,1"/>
</biome_spawn_rule>

<biome_spawn_rule name="forest">
<distance_from_center range="0,50"/>
</biome_spawn_rule>

<biome_spawn_rule name="water">
<distance_from_center range="51,250"/>
</biome_spawn_rule>

<biome_spawn_rule name="forest">
<distance_from_center range="251,1000"/>
</biome_spawn_rule>

<biome_spawn_rule name="snow">
<distance_from_center range="1001,1500"/>
</biome_spawn_rule>

</biome_spawn_rules>

StompyNZ
01-01-2017, 11:02 PM
<biome_spawn_rule name="water">
<distance_from_center range="51,250"/>
</biome_spawn_rule>

I assume you know this will just generate the water biome, but not actually make it spawn water, but if not thats what it does :)

The water level is a fixed var in the dll, but it can be adjusted. If the apimods load before the world is generated I might be able to allow you to set it in a config.

Tin
01-01-2017, 11:18 PM
<biome_spawn_rule name="water">
<distance_from_center range="51,250"/>
</biome_spawn_rule>

I assume you know this will just generate the water biome, but not actually make it spawn water, but if not thats what it does :)

The water level is a fixed var in the dll, but it can be adjusted. If the apimods load before the world is generated I might be able to allow you to set it in a config.

That would be sweet! It would make things so much easier to control and I could adjust it once I get things set, instead of trying to shoehorn everything together.

edit: I don't know if you are talking me or guppy.
Just in case it's me yeah I know :)

n2n1
01-02-2017, 03:10 AM
<biome_spawn_rule name="water">
<distance_from_center range="51,250"/>
</biome_spawn_rule>

I assume you know this will just generate the water biome, but not actually make it spawn water, but if not thats what it does :)

The water level is a fixed var in the dll, but it can be adjusted. If the apimods load before the world is generated I might be able to allow you to set it in a config.
:)
Can I ask where this var is in a .dll, this variable only in one place? Have You tried to change the water level? Does it work?

If you know where it is - i would like to experiment :)

Guppycur
01-02-2017, 04:06 AM
So... No vanilla way to spawn a lake in the center, with an island in the center of that?

StompyNZ
01-02-2017, 04:12 AM
:)
Can I ask where this var is in a .dll, this variable only in one place? Have You tried to change the water level? Does it work?

If you know where it is - i would like to experiment :)

I havn't got around to working out how exactly to edit the csharp dll for the game (was hoping someone would give a step by step guide), but i saw this in the WorldConstants class

public static float WaterLevel = Block.cWaterLevel;

and in Block class
public static float cWaterLevel = 62.88f;

Also in TerrainFromBiomeCellData theres
public static float BaseHeight = 32f;

take your pick as to which one is currently used :p probably the last one

Guppycur
01-02-2017, 12:40 PM
Console spaming "No Hub Rules". But um, I see hub rules. And I still see desert. Although I'm thinking that may be pulling from the water biome_spawn_rule, like maybe the water bed? I dunno, I'm not worried about that one just yet.

http://pastebin.com/g1Af4mzr

n2n1
01-02-2017, 01:39 PM
I havn't got around to working out how exactly to edit the csharp dll for the game (was hoping someone would give a step by step guide), but i saw this in the WorldConstants class

public static float WaterLevel = Block.cWaterLevel;

and in Block class
public static float cWaterLevel = 62.88f;

Also in TerrainFromBiomeCellData theres
public static float BaseHeight = 32f;

take your pick as to which one is currently used :p probably the last one

Thanks for the Info!

...by the way - need to carefully lower the water level, otherwise we are approaching the bottom of the world ! :D

Tin
01-02-2017, 03:04 PM
So... No vanilla way to spawn a lake in the center, with an island in the center of that?

I have been trying to figure a way to just have a central lake but haven't found a way to do so.. yet. Still trying but been getting a bit burnt out as of late. From everything I have try and done I am pretty sure it will involve the fist couple modules in the terrain system, since it appears the world is generated from 0,0 out. I just need to find the "super secret sauce" on how I can get the world to generate kinda like a bowl, instead of a mound.

Guppycur
01-02-2017, 05:58 PM
Okay, then no center lake. Any guesses on my console spam error?

Tin
01-02-2017, 06:51 PM
Okay, then no center lake. Any guesses on my console spam error?

The only thing I can see off the top is:
The central city will not spawn because you have it set for a "0" prob=""
It may be how you built your custom town? (just a guess because I haven't even tried to do that yet)

Another thing to try is add a radiation zone in your biome section? I don't know if there is a minimum size limit on the world generation.
theoretically it should form forest biomes after your snow biome to fill in the remaining 1500 since you have the world gen set at 3000.

You may need to have another biome set from 1500 to 3000 to equal the world generation size.

StompyNZ
01-02-2017, 07:21 PM
Console spaming "No Hub Rules". But um, I see hub rules. And I still see desert. Although I'm thinking that may be pulling from the water biome_spawn_rule, like maybe the water bed? I dunno, I'm not worried about that one just yet.

http://pastebin.com/g1Af4mzr

you dont have a hub rule defined in the low density cell rule

Tin
01-02-2017, 07:25 PM
Okay: I loaded your mixer xml minus your custom prefabs.

I can get your world to generate minus your custom town layout since I don't have the corner prefabs: If the 'corners' are not custom prefabs than that is also a issue in your custom hub you built, since the system wants to see them or it gives errors.

Yes you need to add a biome from 1500 to 3000 so it can generate. Also you need to give your hub a probability if you want it to form at "0,0"

I just extended the snow region:
<biome_spawn_rule name="snow">
<distance_from_center range="1500,3000"/>
</biome_spawn_rule>

and what StompyNZ said about your low density rule.

Guppycur
01-02-2017, 07:37 PM
I had the max distance set for 1500 at some point when trying new things; I'll try the low density rule thing, but the only reason added it was in trying to prevent that error.

Tin
01-02-2017, 07:40 PM
I had the max distance set for 1500 at some point when trying new things; I'll try the low density rule thing, but the only reason added it was in trying to prevent that error.

You don't really need the low density rule it if you don't want it.

StompyNZ
01-02-2017, 07:44 PM
I had the max distance set for 1500 at some point when trying new things; I'll try the low density rule thing, but the only reason added it was in trying to prevent that error.

I've had worlds with just a single hub before, but with the way rwg is generated you still need something to spawn in the 144 hubs that are generated even if they never show up now.

Also the prob=0 is fine Tin, as long as it has the position attribute it will spawn at that hub regardless of prob.

Whats the yoffset of the prefabs gup? if its less than -27 it can stop it from spawning as well if it hits bedrock.

Tin
01-02-2017, 07:50 PM
I've had worlds with just a single hub before, but with the way rwg is generated you still need something to spawn in the 144 hubs that are generated even if they never show up now.

Also the prob=0 is fine Tin, as long as it has the position attribute it will spawn at that hub regardless of prob.

Whats the yoffset of the prefabs gup? if its less than -27 it can stop it from spawning as well if it hits bedrock.

Sweet another little tidbit of info, I just never tried it w/o the prob.. that's what assume gets me :P

Tin
01-02-2017, 08:20 PM
<rulesets>
<ruleset name="vanilla" cell_cache_size="8" cell_size="1650" cell_offset="0.6" generation_distance="3000" terrain_generator="vanilla">
<cell_rule name="hungergames" position="0,0" prob="0"/>
<cell_rule name="hungergames2" prob="1"/>
</ruleset>
</rulesets>

<cell_rules>
<cell_rule name="hungergames">
<cave_count value="1,3"/>
<path_material value="asphalt" />
<path_radius value="7" />
<hub_rule name="hungergametown" />
<wilderness_rule name="wildernessDefault" />
</cell_rule>
<cell_rule name="hungergames2">
<cave_count value="1,3"/>
<path_material value="asphalt" />
<path_radius value="7" />
<hub_rule name="hungergametown2" />
<wilderness_rule name="wildernessDefault" />
</cell_rule>
</cell_rules>

<hub_rules>
<hub_rule name="hungergametown">
<hub_type value="town"/>
<width value="299,299" />
<height value="312,312" />
<prefab_rule name="countryHousing"/>
</hub_rule>
<hub_rule name="hungergametown2">
<width value="299,299" />
<height value="312,312" />
<prefab_rule name="none"/>
</hub_rule>
</hub_rules>

1859318594

This is all I did minus your custom stuff MR.Cur (also just extending the snow biome) and ty again StompyNZ never even realized you need that extra rule.